Files
Delta-v/Content.Client/Nyanotrasen/ReverseEngineering/ReverseEngineeringMachineBoundUserInterface.cs
T
708e17a3d3 reverse engineering refactor and missing recipe test (#1230)
* make jugg not atmos hardsuit reable lmao

* re machine yaml refactor

* use the enum name to localize re results

* move a lot of code to shared and refactor

* clientside rework

* add test for missing recipes

* untroll

* make exped board recipe yml consistent with upstream

* fix unearthed sneaky bugs + generic does nothing so remove

* add mass media console board, remove roundstart boards from dynamic recipes

* remove roundstart stuff, add rcd ammo to protolathe

* dont dupe because of access electronics prototypes

* fix final fails

* final untroll

* final untroll 2

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
2024-06-01 21:31:06 +00:00

81 lines
2.0 KiB
C#

using Content.Shared.ReverseEngineering;
using Robust.Client.GameObjects;
using Robust.Shared.Timing;
namespace Content.Client.Nyanotrasen.ReverseEngineering;
public sealed class ReverseEngineeringMachineBoundUserInterface : BoundUserInterface
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private ReverseEngineeringMachineMenu? _menu;
public ReverseEngineeringMachineBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
}
protected override void Open()
{
base.Open();
if (_menu != null)
return;
_menu = new ReverseEngineeringMachineMenu(Owner, _entMan, _timing);
_menu.OnClose += Close;
_menu.OpenCentered();
_menu.OnScanButtonPressed += () =>
{
// every button flickering is bad so no prediction
SendMessage(new ReverseEngineeringScanMessage());
};
_menu.OnSafetyButtonToggled += () =>
{
SendPredictedMessage(new ReverseEngineeringSafetyMessage());
};
_menu.OnAutoScanButtonToggled += () =>
{
SendPredictedMessage(new ReverseEngineeringAutoScanMessage());
};
_menu.OnStopButtonPressed += () =>
{
// see scan button
SendMessage(new ReverseEngineeringStopMessage());
};
_menu.OnEjectButtonPressed += () =>
{
// doesn't sound nice when predicted
SendMessage(new ReverseEngineeringEjectMessage());
};
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (state is not ReverseEngineeringMachineState cast)
return;
_menu?.UpdateState(cast);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing)
return;
_menu?.Close();
_menu?.Dispose();
}
}